#⛰️┃terrain-3d

1 messages · Page 9 of 1

burnt fern
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hey does anyone knows that why is this rendering broken. some grass is rendering first and some later and not distance wise

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my settings

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!ask

reef bayBOT
thin hearth
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It should be opaque + cutout (or alpha clipping, or alpha testing, it can also be called)

burnt fern
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No bro i am familiar with alpha clipping and the problem is not that.
The problem is that from some angles an grass patch renders correctly and from some angles the grass patches behind it render first.
Like in the image the grass patch behind is rendering above the near one and from an specific angle some of it is fixed.
And i tried many diffrent ways to fix it
The only thing working is if i turn of GPU instancing in grass settings but turning it off makes grass look very very bad.

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@thin hearth

winter minnow
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Maybe Terrain can do per-instance sorting for transparent grass, but I'm not aware of the requirements if that's a possibility
Usually features related to Terrain's detail or tree rendering require shaders designed for that

hollow jacinth
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Hi, does anyone know, why my textures only render when im a certain distance from them?
It looks pretty bad, when its not rendered properly

cinder sluice
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Hey all,

I'm having such a weird issue with the terrain toolbox.

I'm trying to use an image as the heightmap for a terrain (if I can avoid using Raw the better tbh), but I'm having weird resolution issues, it want's the image to be 4097x4097, but, it won't allow non-powers of 2 images. Absolutely baffled. Would anyone have any ideas? (Every 'solution' I've looked at has been for Raw files which I'm really trying to avoid). Texture resolution in the image was just for testing.

winter minnow
burnt fern
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but thx

solid lantern
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Please help a brother out - my first time around here. I am trying to create a terrain around my roads or even a plane. Currently the world is flat so I knew I needed to added some slope roads. I modelled a simple test sloped plane in Blender. I just don't know the correct answer here?! How can I get the plane/terrain around the road to match the roads slope. I know there's a lot of variables to consider here but surely someone can give me a simple answer here. Just like, just I do it in Blender or in Unity with C# scripting? I don't want to use EasyRoads but if you guys think it would be benefital to go and learn it please let me know. I am trying to stay far away from any plugin. Please, someone surely can help me out here. Please, it would be highly highly appreciated. 😅😊

thin hearth
solid lantern
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Gotcha

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What would you reccomend?

thin hearth
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I'd check out the asset store and compare different solutions

solid lantern
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It's like a fairly simple task for game devs but I just can't get my head around it ahah.

solid lantern
thin hearth
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Confirming terrain to mesh isn't that simple

solid lantern
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Thanks again, appreciate it. This discord seems awesome for support

dry ivy
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I have this grassblade from blender but as soon as I use it as a mesh detail for terrain the size gets all messed up does anyone have any idea why

opaque rover
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You probably had to scale it down (probably to 0.01)

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You need to export it such that it's the desired size at scale 1

dry ivy
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I was applying the scale and rotation but I didn't select the object

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so it never got applied

astral lintel
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I am trying to use the Tree terrain tool. I got my tree asset added to the trees for the brush to use, but when I place the trees with the brush, only the trunk is placed. When I imported the tree model (fbx), it looks like it's in two pieces, and I think that has something to do with the issue

astral lintel
# thin hearth Add a LOD group to the tree

I added a LOD group, but I am only able to add either the tree’s trunk or the tree’s leaves to each LOD slot, which is bad because when each LOD kicks in, it makes only that one element of the model visible. Not sure how to fix that. It’s basically two meshes. Even tried combining them in Blender, but when I import to unity it’s still two parts. How can I fix that?

thin hearth
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You should be able to add both

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You can have as many meshes in a LOD as you want

astral lintel
thin hearth
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Have you tried hitting refresh?

astral lintel
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Yes, nothing happens

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Do I need to change the tree hierarchy or something? I already tried to unpack the prefab, and make the two meshes children of one container game object, but that didn't work either.

spare valley
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My object is hidden behind the tilemap for some reason, but only if the tilemap is a child of its grid

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Tilemap

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Hierarchy

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What should I do to fix it?

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I tried messing with order in layer and sorting layers but no effect

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I also tried assigning different layers

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All GO are Z=0

azure furnace
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Hellooo!

I've never designed a map before and i wanted to make a cave-map for my game.
Can I completely design it in unity with unity's own assets, do I need to make my own assets, then use them in unity or do I need to make the whole map somewhere else then import it?

rancid geode
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Hello

I want to make my ground with perspective in 2D and so, I put a flat design into the trapezoid below. The issue is how can I make it repeatable without make it weird ?
Or, is there a way in Unity to create a trapezoid and put a flat texture repeatable on it ?

thin hearth
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Why not just us a 3D plane and texture?

tardy lark
thin hearth
winter minnow
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You could mimic orthographic projection, like oblique cabinet projection instead

tidal scarab
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hello all, I need some help with making Transparency sorting work, i enabled it in project settings, and put the tilemaps i want into the same render layer along with the player sprite, but the player still keeps on rendering in front of the props, no matter the Y position

thin hearth
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It’s telling you these settings don’t do anything

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Maybe try the other tab?

winter minnow
sleek ridge
solid lantern
sleek ridge
solid lantern
last swallow
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I'm passing the height map texture into my material, but it's only returning a pure white value. Does anyone know the values can be extracted?

thin hearth
last swallow
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Interestingly GetAlphamapTexture for the splat control also worked for me without requiring the work around. That's why I was so confused about the heightmap

dark sand
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amber cape
dark sand
# winter minnow <@&502884371011731486>

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I specifically mention what Code Monkey didn't about filling in an online form for payment then reducing the amount to 0$.
Whatch the video yourself. Realize that the links I dropped are from YouTube and Unity themselves.
Then you don't have to cry to <@&502884371011731486>.

undone lark
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Can you relax, and there's no memes here.

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You made your point.

drifting crown
winter minnow
neat idol
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My scene map is normal, but there are gaps in my game mode. Idk why

undone lark
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Not terrain related #🖼️┃2d-tools , however the issue is that you need to use a pixel perfect camera.

Fortunately Unity has a package for one and that's something you can research about.

karmic gust
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What are y'alls favorite way to make poly maps? I'm diving into this unity skill and wondering a good tool to use to create maps like these

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Maybe it's best to create chunks of your world using blender for optimization?

safe crown
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hello I need help, Im having a problem where my tiles are getting blurry when I open the sprite editor can someone help me plss

long bridge
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Has anyone come across a shiny/glossy terrain before?

thin hearth
long bridge
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Is there somewhere else I have to set the smoothness?

thin hearth
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Grass is not a metal, so metallic should be 0

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Smoothness 1 makes things very shiny and reflective

long bridge
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Smoothness was at 0 in the original screenshot, adjusting it in the editor doesn't seem to make a difference. Note that when I initially created the grass layer, everything looked normal, but after opening the project for a second time, it appears glossy

long bridge
# thin hearth Oh, huh

Found the issue! Had to slide down the AO under 'Channel Default Values'. These last two sliders only appeared in the terrains inspector window, but not the layers own inspector window.

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Not sure how that option ending up getting switched up, but I'm glad I found it

thin hearth
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Huh

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That's not AO lol

half gyro
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i assume this is the right place since the channel name is terrain-3d but im looking for help to make the proper terraformation tools (such as a smooth, fill , and remove like i have, and flatten), cause the only one i got is the "smooth" fill / remove tool that is slower when filling previously removed terrain leaving this unwanted effect.

gilded glen
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Hello! Does anyone know how to fix this?

thin hearth
sleek ridge
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Or try generating a alpha channel from the gray scale of the image in the texture properties.

candid rapids
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doing mapdesign my first time, do we rly create maps like this? duplicating the prefabs over and over? the hierachy is overflowing lol

terse lark
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There’s different ways to organise or reduce it but eventually kinda yeah

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Levels are a lot of different things and at some point that mess has to be represented somewhere

ripe spire
hollow dew
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hey guys, how can I generate a big terrain with grass and trees? is there a quick way of doing it

thin hearth
hollow dew
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ive figured out the terrain

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idk abt the trees though

thin hearth
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I made my own tooling for the other two. Took some effort.

hollow dew
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cool

thin hearth
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Trees aren't too difficult, you can programatically spawn tree instances on the terrain. What I did was go over the area of a spline then decide based on some parameters (largely perlin noise) where to spawn a tree.

Grass mostly works the same, but I based it on the underlying layer. Also the API is a bit weird. It takes some very big 2D arrays. Kinda weird how you're sending gigabytes of data into the API but it doesn't cost even nearly that much in memory thinkies

dusk coyote
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Does anyone know why the background isn't 100% transparent? The texture file is a psd with an alpha channel, is there any way I can fix this?

exotic parrot
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does anyone know how to make caves in unity?

exotic parrot
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hello

thin hearth
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Alpha blending is much better for performance and sorting so unless you have semitransparent pixels it's always preferred

thin hearth
verbal compass
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does anyone know of any good assets to better render trees in a forest environment?

right now in my game, my FPS tanks when looking into the forest because it's so dense. I've heard there are 3rd party renderers you can use to add-on to unity's terrain system. But I'm having a hard time finding one that I am extremely confident in.

thin hearth
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Also there's another 25% off right now with coupon YW86GYBU8S (from the asset store homepage)

verbal compass
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or you just kinda pick 1 of the way depending on the project

thin hearth
verbal compass
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i appreciate this recommendation a lot though regardless, this is at least giving me something to consider 😂

thin hearth
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GPU Instancer Pro is what you need to make it stop ruining the framerate, and Amplify Impostors also provides a performance benefit since it makes billboards look so much better that you can switch to them earlier.

thin hearth
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TVE is just a really nice flexible foliage shader that doesn't break every time Unity updates.

deep ravine
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hello everyone, I seem to be encountering an issue here. For some reason I am seeing a visual bug of some of the meshes in my game being massively enlarged, this only happens in runtime and these weird meshes are only visible sometimes when I move my camera (whether it's the scene camera or my actual in game camera), any idea why this is happening?

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i am also randomly seeing enlarged item meshes 💀

thin hearth
brisk wolf
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no matter what value i set this to, it always gets reverted back to 64 (note that i have tried to change this value when my detail resolution value is 1024 and 2048)

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what could be causing this?

deep ravine
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very weird, fixed now tho

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just re-added LOD

thin hearth
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However, 64 is a good value to just leave it on catshrug

brisk wolf
woeful drift
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hello everyone, I need help, I'm placing a tree on the terrain using a brush, but it gives me an error instead: The tree fir_tree_ed couldn't be instanced because the prefab contains no valid mesh renderer.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&), I tried to install the component mesh renderer, but nothing changed.

. I've been thinking about this for a long time, and since I made my prefab myself, I tried to group all the parts of the tree into one, and after that, instead of the old error, a new one appeared: The tree elka must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Please help me.

woeful drift
vivid fog
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Terrain texture is not rendering?:

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I am using 3D Mobile template

thin hearth
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Doesn't necessarily need more than one LOD

woeful drift
thin hearth
exotic parrot
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Hey there, everyone. I am trying to make a valley using Map Magic 2, but I do not know how to make the left tiles face inwards. Does anyone know how to do this.

woeful drift
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anyone know how to do a grass for terrain?

tardy lark
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yes , what do you need

blazing chasm
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i have been a whole day tring to add a fk tree to unity. No matetr what i do nothing works, i already put the pipeline in defeault but nothing. There is not a turotial in unity neither in youtube i do not know what more to do. this is depressing i am not feeling well if someone could just tell me what to do

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now i discovered that trees only have their textures if i delet render pipeline, but i lose all my the textures of the other things as characters, some 2D trees and the terrain

chrome mango
blazing chasm
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NullReferenceException: Object reference not set to an instance of an object
SampleDependencyImporter.LoadAssetDependencies (System.String assetPath) (at ./Library/PackageCache/com.unity.render-pipelines.core@47a0d8baabbd/Editor/SampleDependencyImportSystem/SampleDependencyImporter.cs:122)
SampleDependencyImporter+SamplePostprocessor.OnPostprocessAllAssets (System.String[] importedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths) (at ./Library/PackageCache/com.unity.render-pipelines.core@47a0d8baabbd/Editor/SampleDependencyImportSystem/SampleDependencyImporter.cs:42)
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <4780199c95764436ade50bbd58f63488>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <4780199c95764436ade50bbd58f63488>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <4780199c95764436ade50bbd58f63488>:0)
UnityEditor.AssetPostprocessingInternal.InvokeMethod (System.Reflection.MethodInfo method, System.Object[] args) (at <69b3d6d52aae4582b50cf8910df7f043>:0)
UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets, System.Boolean didDomainReload) (at <69b3d6d52aae4582b50cf8910df7f043>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

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well that is an error

blazing chasm
chrome mango
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so what's the problem now? if it's magenta, something is wrong with the shader. Probably this custom shader the tree has is for built-in or has broken, so you need a shader for URP

blazing chasm
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it does not let me upgrade it to URP

chrome mango
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the material upgrader is super basic and will just convert a built-in standard material to the equivalent URP material+shader. It doesn't actually edit shaders

blazing chasm
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but how is possible every tree has the same problem

chrome mango
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are the trees from different packs or what? which trees?

blazing chasm
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i downloaded them from unity the most downlaoded ones this discord let me send links? or well it is called realistict tree 10

chrome mango
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released 2016 with no updates, so it's set up for built-in renderer. If it doesn't use the standard material, create a new material and assign the right textures

blazing chasm
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how do i do that

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a material i know how to create

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but how do i asign the textures

chrome mango
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drag them into the slots in the inspector

blazing chasm
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but if the textures are violet how do i drag them

chrome mango
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how are the textures violet? show them

blazing chasm
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i reckon i confused the materials with textures

chrome mango
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they aren't magenta. The prefabs and materials are

blazing chasm
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but when i drag the textures to the material i can not do nothing

chrome mango
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the way you phrase that makes me think you're not doing it right. When you click and drag on "Leaf18" texture and put it into the little square next to "Base Map" it does nothing?

blazing chasm
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i have this

chrome mango
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and which thing from the bottom are you dragging specifically?

blazing chasm
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i drag leaf18 click left click

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to the circle

chrome mango
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show leaf18's inspector now

blazing chasm
blazing chasm
chrome mango
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are you 100% sure you're clicking on the right thing? click the circle on the material instead of dragging and assign it that way

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you're dragging to the square slot next to the circle right?

blazing chasm
chrome mango
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that's not the texture slot. You might benefit from some tutorials

blazing chasm
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how do i do then

chrome mango
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your most recent image shows 4 texture slots, so you must be doing something terribly wrong

blazing chasm
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when i click in material there are surface options but not the options of the purple material

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to add textures

chrome mango
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yes, because they're different shaders...? you'll need to update that shader or find a new one compatible with URP

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the URP lit one will get you started but won't have any extra features that custom one probably does

blazing chasm
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i downloaded a tree from a guy how did it to URP but it had the same a result

chrome mango
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then the shader was probably broken if it was for URP. Unity breaks a lot of stuff with shaders between updates, so choose something relatively recent

blazing chasm
latent linden
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Hi guys nice to meet you.

not sure that is the right channel, but I wanted to share with you an add I stumbled upon (see screenshot attached).

Setting aside that those ads usually promote games that are completely different than the add itself, I wanted to ask you about the art displayed here.

The kind of drawing style, thinly outlined 3Dmodels and the color pallet is gorgeous.

How do you think they have acheived that ?

I guess in Unity most of it would be Post-processing + lighting but I have no clue on the details of the technical part.

Would some of you care to share how you think this is made ?

I'm trying to have a slightly different artstyle, but knowing how to do this would be a very good starting point to tweak a few things to reach my desired art style !

Looking forward to your responses

winter minnow
latent linden
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@winter minnow ok I should've at least found that out myself. Sorry for the trouble, I didn't take the time to look in the details the picture and was just focused on the global visuals..

Knowing that, is there a method known that helps approach an artstyle that you can find somewhere on pinterest whatsoever ?

Or is it really testing effects step by step with a bit of luck here and there letting you approach that

winter minnow
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Or all 3D and shaders with procedural textures rather than drawn

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Similar results can be reached in many ways

left moth
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Hi Guys, i ran into problem importing fbx from blender into unity

there is weird distorted heart-shaped bush as you can see, in comparison to the blender file, is there is something wrong?
the water (surface made from planes with 0.2 colour alpha also missing)

winter minnow
left moth
left moth
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now i ran into another problem testing using the starter aset, already joined all the environtment mesh, seting the mesh collider with convect checked, the character still falling through, any solutions? including re-setting the encirontment group

my objective is to make the character able to walk, not nocliping with the building

left moth
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the mesh seems to be abnormal as i inspect

winter minnow
marble dragon
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hi, would anybody be kind enough to tell me how I can disable this terrain change based on camera distance?

thin hearth
marble dragon
gloomy knot
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Hello, how are u
I was testing my game on my android oppo a15 and suprisingly the lighting was broken. I also tested it on Samsung galaxy s9 and Samsung note4 and this time the lighting was working correctly.
On my appo device there seems to be a large sphere of darkness around the camera. If i moved the camera to a high point i can see the ground under the player with correct lighting
If i removed the skybox reflection the ground becomes totally black instead of just refelcting
I tried adding normal maps and changing alpha source to none and changing compression method on android but none worked
I am quite new to unity lighting and this is the first time i face this issue
Can u suggest any solution?
I will send some images for the game and lighting settings next

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This is my oppo device where lighting is broken. U can see lighting works correctly when standing on high point

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This is samsung note4 where lighting works correctly

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The only light in scene

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Lighting settings

thin hearth
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I don't know how to enforce OpenGL on a specific SoC. Should ask #📱┃mobile

vagrant bridge
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GUYS this is my first terrain .d

scarlet frost
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When i duplicate a terrain, the texture appears a different color (brighter) even though the settings and texture are identical. Any idea how to fix?

thin hearth
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Are they using the same material?

scarlet frost
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both use the TerrainLit

thin hearth
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Hmm, if you duplicated it doesn't that mean they both share the same terrain data?

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They don't appear to in the screenshot

scarlet frost
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The only thing missing in the duplicate is this thing, but idk what it is

thin hearth
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Aye, that'll do it

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Get rid of it

scarlet frost
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But how

thin hearth
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Go to lighting tab and clear

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Or re-bake and both should have it

scarlet frost
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its not copied over to duplicated terrain?

scarlet frost
thin hearth
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Did you actually duplicate it?

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Because if you do that, you have the same terrain twice and they're linked

scarlet frost
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some textures appear the same color but new textures are brighter

scarlet frost
thin hearth
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Yeah you should create a new terrain through the neighbor system

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I think that's part of the terrain tools package

scarlet frost
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no matter how i add new terrain, the color texture is off

gloomy knot
pine plover
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anyone use gaia? i cant get the demoscene to work

thorn tendon
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yo. I have been looking for so long at this point, I have no clue how to rotate my damn brushes 🙃 plz hlp

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I saw pages saying it's [d] but heavens almighty I tried every variation of [d] I could think of and even searched key binds to find the button

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there's no way a tool like Unity has gone this long without the ability to spin a brush 😭 😂

thorn tendon
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🎶🎵 im all aloone,
there's no one here, besiiiiiiiiide me 🎶🎵

drifting crown
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@thorn tendon Don't spam. The window has to be selected for shortcuts to work. Just like for everything in Unity.

thorn tendon
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I didn't think that was spam 😅

thorn tendon
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right. sorry

thorn tendon
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i have terrain tools and window selected, still can't rotate brush

drifting crown
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What OS are you running?

thorn tendon
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win 11

drifting crown
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and what Unity build?

thorn tendon
drifting crown
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Old tutorial, some packages might be out of preview already, just lookup the tools installed

thorn tendon
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thanks

dapper ruin
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How can I make it so the grass mesh aligns with respect to the terrain's slope while using the 'paint trees' option?

winter minnow
dapper ruin
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That sucks. Unity has such basic terrain features compared to Unreal

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I can't even randomize rotations

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Is there a plugin that does the job better?

winter minnow
scarlet frost
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What does it mean if grass shows up in the editor but not in the build? (Unity 6 URP)

thin hearth
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But yeah terrain is not shippable out of the box catshrug

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And with plugins you can only barely get it there

thin hearth
solar swan
# dapper ruin Is there a plugin that does the job better?

all of the commonly recommended terrain detail renderers + shaders from the asset store (leveraging instanced indirect drawing for grass/trees etc) can align grass with the surface, some even have a "blanket" distortion feature to not only rotate the prefab but also distort the mesh to fit the terrain shape. some can even spawn grass on top of GPU instantiated objects that are dynamically placed as terrain trees. you can get quite adequate terrain if you spend some (serious) money on assets, if you want free terrain features and build a massive open world, go unreal.

thin hearth
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You should really use the grass system for grass though

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Tree instances use a lot more data

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Which doesn't sound like much until you realize how much grass is on a field of grass

dapper ruin
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Why am I getting shadows on a flat part of my terrain?

winter minnow
dim python
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Hi, i am having a weird behaviour where the terrain textures automatically "downsample", depending on how far the camera is away from the terrain. Since its top down, the camera is angled 45°, resulting in the upper half of the viewfield being further away from the camera, while the lower half is closer to the camera. This results in the effect taking place at roughly half of the screens viewfield, depending on players camera zoom (fir the image, i used editor zoom so that the effect is closer visible):

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What i checked:

  • camera settings
  • urp renderer
  • post-processing
  • project settings -> graphics & quality
  • removing a terrain shader from asset store
  • disabled mipmaps on terrainlayer texture

Until now, i can not get the effect to go away and would be happy if ssomeone knows where the issue's at. EDIT: the effect is also same for the scenview/editor free fly camera.
...

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Another image, this time editor is not zoomed, but the camera zoom of the player was changed (thus, the distance to terrain changes, the effect moves more upwards, i marked the border of where the unsharpnes starts):

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EDIT:
It may has todo with texture settings- more specific mipmaps when looking at the google description:

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So that was also not it, still looking for a solution.

winter minnow
# dim python

You don't want to disable mip maps, rather change filtering from bilinear to trilinear to improve mip level blending
In this case the problem is not in your color texture, but your normal map so that's the one you should be tweaking
But no matter how much you tweak it I expect your issue is that the normal map has just way too harsh values, which potentially aren't normalized either

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So mip maps can't deal with them, despite them being necessary to have

desert rock
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Terrain Shader Graph support is coming in 6.3, lets goooo

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Additionally on a recent unity stream showcasing some unity 6.3 shader graph improvements I spotted this option

karmic nebula
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Hey does someone know why my terrain is shining ? i'm beginner

dapper ruin
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Like this for example

#

Select the texture that is appearing glossy/shiny & then play around with the Metallic & Smoothness sliders till you get the desired look

#

ALso, you have to add a mask map, which IMO can just be a simple black texture

thin hearth
#

Why not just remove the mask map if you're not going to use it?

winter minnow
desert rock
errant ledge
#

When I add texture layers and paint the textures on the terrain, the textures glitch (like black holes or overlapping)
someone had this problem with Unity 6 HDRP before? (for me it started to happened in Unity 6.0, 6.1 and now 6.2)

  • I tried to make a project directly in HDRP, but nothing changed
  • Then i tried to create a Built-In Project and installing HDRP after, and sometimes is good and sometimes is not
  • I even uninstalled Unity and Unity Hub and re-installed, but nothing is changed
  • I never surpassed the 8 Layers
  • The only thing different from other times is that i added the "Unity Terrain Tool" (update the problem keeps happening even without it)
  • I also use Nature Manifacture Forest, Meadow and R.A.M 2 assets

should i just let go of HDRP for now and try making Environment designs in URP or Built-In?
Also, i didn't check if the problem is in URP and Built-In too

winter minnow
#

What I'm hoping would change is how the graphs don't provide or they lock down functionality the real shaders have

#

It takes a lot of nodes ot match the functionality of Lit shader with the Lit Graph
And even more to modify the shader code that's integrated into Lit Graph, which in practice means recreating that from scratch too

#

Terrain shader has even more going on within it

dim python
glacial mauve
#

Hi all, having a weird issue with painting terrain layers, very inconsistent results, having a lot of trouble replicating consistently, I’ve messed with normals, masks, clearing terrain data, import settings on the textures, I have no clue why this is happening when I paint on my terrain, Unity 6 URP 6000.1.6f1

#

If it wasn’t obvious the black is not supposed to be there, happens regardless of 8 layers or 2 layers inconsistently

thin hearth
glacial mauve
thin hearth
#

Ah, yeah, the default shader is definitely not good enough for more serious productions and Microsplat works.

amber stirrup
#

Any hotkey I assign for raise/lower terrain wont work on 6.0.48

reef bayBOT
#

🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.

📝 If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ‘Report a problem on this page’!

💡If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.

For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting

drifting crown
amber stirrup
#

Sure is, on .54

wanton temple
#

how do i make the same rock material in that cylinder?

worldly haven
#

i cant find edit details

#

how do i add grass texture

dapper ruin
#

In the second tab there is the option to paint texture

worldly haven
#

but there is no option like this

thin hearth
#

The terrain tools package you have installed changes the UI a lot

#

Who labeled that list "preview" though 😏

worldly haven
#

it was a weird choice to put it in here 😄

desert rock
#

We can now easily make oceans from terrains, LETS GOOO

#

Or polygonal terrains

vocal flower
#

Seeking ideas for my custom terrain tool, Voro

mint pebble
#

can unity terrain's texture blending between materials be tweaked to be something other than soft gradients?

desert rock
#

Yes

mint pebble
desert rock
mint pebble
# desert rock There is height based blending

https://youtu.be/-KrTYnCApC0 Oh something like this, I see

Hi :) Very often in my videos, I use height-blending when creating terrain, and I also often get questions on how to set and use it. So this time I decided to prepare a tutorial about Height- based blending, that anyone who doesn't know this technique yet, can create even more realistic terrain:)
Have a nice week:)

  • This is a tutorial for begi...
▶ Play video
desert rock
#

Note that this is still in alpha stage, it was a bit tricky to set up, and it seems you have to make your own terrain layer blending atm, but given that this version also adds templates to shader graphs, I will guess they will add a template with all the layer support set up soon.

delicate tapir
#

does anyone know how to completely turn off the aliasing? new to unity

#

it makes my foliage look terrible

thin hearth
#

Which... well, you can look that up.

#

Also you're rendering on 1.8x scale so your pixels are bigger. But yeah that one definitely needs some AA

delicate tapir
#

thank you

waxen pewter
#

hi
i was wondering which approach/asset would be best for mobile large terrain open world game?
I understand that open world on mobile is quite challenging and I heard that using meshes instead of unity terrain system is best in this regard.
is this true?

tardy lark
waxen pewter
#

yeah i think this conversation is better suited here, right

mental wing
#

Anyone ever extended Sebastian League's procedural terrain generation system to also support biomes with different height and noise settings?

sudden topaz
#

Is there anyone who knows a course or has a video on YouTube explaining how to learn Unity?

gleaming belfry
#

so I drew this 2d map and was wondering if I can upload the image on unity and mask it on a 3d platform and then teraform from there?

#

or anything close to that

reef bayBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

winter minnow
gleaming belfry
winter minnow
gleaming belfry
#

i'll look into how to do that. thanks. when i get it in that format, would I just upload it? is there a video on youtube or somthing that i can watch?

winter minnow
#

Typical image formats are a method to standardize the output and input data, but raw does not have that
So matching the settings took a bit of trial and error but wasn't complicated

gleaming belfry
#

Thanks!

gleaming belfry
winter minnow
gleaming belfry
#

What component would that be under or where would I find it?

winter minnow
gleaming belfry
#

I don’t know if I’m using the term “masking” correctly. But all I want to do is take a 2d image and lay it on top and scale it to the size of a 3D space so I can then terraform from there. Like a stencil

#

I drew a map and want to use it as a stencil on the 3D space is all

winter minnow
#

What kind of stencil?

gleaming belfry
#

I can send you the picture if you want

winter minnow
#

Yes

gleaming belfry
#

Messages?

#

Or on here

winter minnow
#

Here

gleaming belfry
#

One minute

winter minnow
gleaming belfry
#

Yes!

#

Like. I’d use it as a stencil on top of the actual 3D space

#

For scaling purposes

winter minnow
#

I think in that case too the imported height map or the decal projector methods are your best options

#

Decal may be easier and less technical, provided your project is on URP or HDRP

gleaming belfry
#

No clue what those are haha

#

URO HDRP. I can look them up

winter minnow
gleaming belfry
#

Ima look into it! Thanks!

severe pumice
#

am i able to stop texture stretching on steep inclines?

#

or should i try using meshes with a shader instetad

half trench
gleaming belfry
#

I opened up a 3D object from blender to unity and I want to use terrain tools on it like you would when you create a new 3D terrain object in the hierarchy…. I’m assuming my file is missing some information or I need to add a component or something

winter minnow
gleaming belfry
#

By converting it I can use the tools to teraform or no?

#

Terraform

spiral garden
gleaming belfry
#

Lemme see if I can figure that out

#

Wait. You guys think there’s a tutorial on that?

spiral garden
#

On some parts of it. Separately. Probably yes.

gleaming belfry
#

I’m at like fetus comprehension skills when it comes to unity and blender

#

Well… “understanding” skills because I know nothing

#

So on blender I just save it and export it to unity as “raw” file?

spiral garden
#

No

#

Start from looking up tutorials on how it works unity side

gleaming belfry
#

Ok thanks.

#

I really appreciate your guys help here today.

#

Stay blessed ✌🏽

#

I’ll be back with more questions

livid tide
#

hi

#

i need help with terrain generation so i am trying to build a map that generate infinitely and has trees and every thing with a road on which we can drive i tried the unity documentation but under terrain section there wasn't any thing about that can some one help

spiral garden
unique siren
#

Hey guys, I need help with world level design. I've designed a world, and I got feedback saying that it looks okay, but needs some work. Here's a few screenshots:

#

What are your guy's thoughts?

livid tide
#

@spiral garden i am a uni student and was trying to create a game with procedural terrain generation but i am still new to unity so i guess your reply explain why all youtube tutorials were this complex. Any suggestions what i should do?

spiral garden
karmic nebula
#

Hey, i'm beginner in unity and i built a terrain and my treee look lore bright when i back up how can i fix that

gleaming belfry
unique siren
#

I redid some of the rendering colors to make it more cartoon like.

gleaming belfry
#

Hey, this may have already been answered. But I built a map in nomad sculpt on my iPad and I’m trying to transfer it over to unity to add water and trees and such. But whenever I transfer it over I can’t like terraform or anything on it. I feel like I’m either messing up when I transfer it over or I’m missing some components or properties in unity.

I’m saving at as a FBX file

gleaming belfry
unique siren
#

Nice! I'm mainly aiming for more of the cozy feel, story focused on connections and relationships.

unique siren
gleaming belfry
#

I just started working on the map last night getting familiar with Nomad Sculpt. This is what I got so far 😆

#

@unique siren

#

Video is loading lol

unique siren
#

You gotta start somewhere 🙂 I mainly have been using the builtin terrain editor with Unity for the map creation.

gleaming belfry
#

I can send you the video. Cool with that?

gleaming belfry
#

Hey, this may have already been answered. But I built a map in nomad sculpt on my iPad and I’m trying to transfer it over to unity to add water and trees and such. But whenever I transfer it over I can’t like terraform or anything on it. I feel like I’m either messing up when I transfer it over or I’m missing some components or properties in unity.

I’m saving at as a FBX file

(Repost Not trying to spam, sorry)

unique siren
winter minnow
gleaming belfry
#

create a hight map in unity? or in the other program?

winter minnow
#

After that you'd convert the rendered image to .raw in gimp

gleaming belfry
#

i'll see if I can do that! thanks!

mental pasture
#

(sorry for my english) I have a problem, i printed the tree with the terrain brush, now i have to use NavMesh, but when i bake, the navmesh don't see the tree as obstacle. someone who know this problem can help me?

thin hearth
#

Mind that this relies on Odin functionality, so if you don't have that you'll have to edit it.

warm spoke
#

Can someone help me, I've transform URRP to HDRP and now I have everything pink. I can change in terrain/Material Render pipeline becouse is locked..
Is there any fix or I need to re do map?

Yes I do Wizad HDRP fixall

winter minnow
drifting raft
#

hey so like how do you actually make terrain like hills/mountains etc in unity?

thin hearth
#

I just sculpt them with the official terrain tools package

thin hearth
#

I pretty much only use the second and third brush.

#

For a mountain I start with brush 2 to raise the terrain, then I branch out of it (like the roots of a tree) with brush 3 to model hydraulic erosion.

amber stirrup
thin hearth
#

That's for controlling the LOD. Lower is higher quality.

runic steeple
#

Hey, do you know how I can put colliders on the trees when I put them on the ground? I put the mesh collider and it says mesh collider not supported and it's like that in all of them

inner halo
#

can you paint detail on things that arent terrain? like regular meshes? I know about decals

thin hearth
winter minnow
inner halo
winter minnow
thin hearth
#

Splats are a lot heavier than the vertex color stuff Spazi describes though

#

More VRAM use, more shader complexity.

livid tide
#

hey does any one know how can i get height map of real world location for free

winter minnow
#

But most effort too and not applicable if grid topology is required for some purpose

livid tide
#

well i wanted a height map of a island named tinian i tried using qgis(3.40.10) to create a map but cant get to anything just 4gb sized tif file and unity isint even picking up the .raw files for some reason the files ispector is blank

solar swan
#

for higher quality you need to google for LIDAR DEM of the specific area/feature, which you can get at 0.5 - 3m resolutions, only a few countries have LIDAR mapping programs. Mostly smaller countries or regions. Heuristically: if google maps/earth has a LIDAR resolution 3D view, you can probably find it in some repositoriy by googling.

#

if 30m resolution is 'good enough' the 'best' source to get 16bit heightmaps is through the https://www.maptiler.com/ API. ideally through a custom API client, but iirc there are some Assets/SDKs/Demos for unity that you can copy & modifiy to your needs.

Mapping platform designed for developers. Publish interactive maps in your web applications and on mobile devices.

noble peak
#

how can i add navmesh surface on just specific places of your game?

winter minnow
frigid narwhal
#

if i am building a terrain or level should i do it on blender or unity? low poly

#

same with the grayboxing

solar swan
thin hearth
#

It said the fun module is disabled in this server

winter minnow
# frigid narwhal if i am building a terrain or level should i do it on blender or unity? low poly

You can only make Terrain component terrains in Unity, an non-Terrain mesh terrains outside of it (unless you transfer using height maps), so that choice comes down to whether you want to use Terrain tools and features or not
There's a lot of functionality out of the box, but if you want something very specific or particularly good performance, it's not a good choice as the system can't be modified or improved

#

(Though I think there are paid assets that can make Unity Terrains with better tooling and performance, or maybe they're entirely custom Terrain systems altogether)

winter minnow
# frigid narwhal same with the grayboxing

This is more of a complex question though the answer is simply "it's up to your preference"
Unity doesn't have any very smooth workflow to transfer between Blender and itself, so you generally want to decide if you greybox in Unity with ProBuilder or similar, export as FBX to Blender and refine the level
Or greybox in Blender with better tools but not being able to test it so quickly

#

You lose some data when jumping through the import/export between them, so it's best to have a strategy of what you want to do in either program at which stage to reduce the need for it

#

Mostly probably depends on how much you need to modify the level for gameplay reasons while greyboxing, or if you have visuals specific to either program that you might lose going back and forth

#

Scripts can be used to convert Blender objects into specific Unity objects so you can add gameplay stuff even in Blender, but it takes a bit of extra time to make those scripts so you have to judge if it's worth the effort for a given project or if it even helps much

thin hearth
#

Maybe better fragment shader performance but I never found that to be an issue compared to all the huge textures it's slinging around.

dull raven
#

Hello everyone, I am developing levels for my game and I have a problem.
I use the plugin "CSG Realtime" to create levels.
"CSG Realtime" allows you to do many things, but it is very old and has many, many bugs.
The more I use it, the more bugs appear, and the more bugs I fix, the more there are.
This plugin drives me crazy and I wonder if there are any good analogs of this plugin in our time?

solar swan
# dull raven Hello everyone, I am developing levels for my game and I have a problem. I use t...

the authors are working on a new version, no capable CSG modeller exists in unity at this time, but some people have great success with 'opinionated' mesh modellers like UModeler and external tools like Plasticity https://www.plasticity.xyz/, shapr3D https://www.shapr3d.com/ or even Autodesk Fusion360 https://www.autodesk.com/products/fusion-360/overview. you can also do voxel based CSG in 3DCoat https://3dcoat.com/. There is also ConjureSDF (in dev) for blender https://www.artstation.com/artwork/blqmBr and ofc MudBun https://assetstore.unity.com/packages/package/177891

Design better every step of the product design journey with Shapr3D’s adaptive UI and Siemens Parasolid kernel, achieving design vision with built-in precision.

ArtStation

ConjureSDF is an SDF based modelling addon I've been working on for the past year. It is currently still in a closed pre-alpha state, with a Public Alpha release coming soon.

Pre-Alpha testers showcased in this post (with permission)
https://www.artstation.com/bhenry
https://www.artstation.com/hubertkrzykalski
https://www.artstation.com/luische...

dull raven
#

It's just that all these tools are very inconvenient since you're not doing it in Unity but in a separate program, and this creates problems with texturing.

solar swan
# dull raven There are no tools for level design like in Unreal Engine 5?
Unity

Learn about the many features of Polybrush, which lets you blend textures and colors, sculpt meshes, and scatter objects in the Unity Editor. It’s now part of Unity, with ProBuilder and ProGrids.

Get the MicroVerse - Core Collection package from Jason Booth and speed up your game development process. Find this & other Terrain options on the Unity Asset Store.

Get the World Building Bundle for Unity 6 & Gaia Pro VS package from Procedural Worlds Inc and speed up your game development process. Find this & other Terrain options on the Unity Asset Store.

solar swan
dull raven
#

0 models created in 3D programs, all in Unity

solar swan
dull raven
#

this breaks my understanding of level design a lot

solar swan
#

the unity editor is meant for placing prefabs or assembling a scene, not for modelling stuff.

dull raven
#

I think the right way is suitable for giant studios, but for a small indie team, where there are 2-3 people, it is very time-consuming to switch from one program to another

arctic forge
#

Most of all this looks dope honestly

dull raven
#

don't like unreal engine 5 because it's too demanding in terms of hardware, but I like how they treat level design. Unity just makes me depressed

solar swan
#

you should be using unreal then if you think constant in-editor iteration on models is that beneficial to you. in practice, in-editor changes to assets are often a serious issue that needs to be curtailed in teams of more than 1 person. you would only want to use in-editor modelling for greyboxing, which is where the benefits are not outweighed by the costs of churn. Also, you can use blender or maya models natively in unity, by the time you save in blender and switch to the unity window its already updated in-engine.

thin hearth
#

Yeah pretty fast to work with .blend files. And you can even reload them while the game is playing

#

I love that for animations

twilit ember
#

yo guys i dont know who to ask i am sad rn beacuse i cant work with the MB Road system and i dosent work i really need help i dont know what to do if anonye knows how to use it pls @twilit ember (ME) thanks

polar zodiac
#

my terrain is adding weird black artifacting when I try to paint. I am using a default brush and the default terrain shader. anyone have any ideas what is happening?

#

things I have tried include messing with the quality of the textures and clearing my baked lighting, the black artifacts can be painted over but more appear randomly when I paint in different areas

thin hearth
#

Although it looks like the splat data may be corrupted. Re-creating it may help

#

Black means the shader is receiving a layer where it has no albedo texture assigned.

red lance
#

hii

#

i am new to unity

#

i have made games in roblox studio for over 3months

#

i am a map builder

#

i use free asects

#

i am new to unity i dont how to use it can anyone please help me ?

#

dm

drifting crown
#

@red lance !collab

#

!collab

light bloomBOT
# drifting crown !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

red lance
#

ooo

#

ok

dreamy nebula
#

Ok hi im new to unity ive been trying to learn blender the past month and would like to transition into coding (the reason I started learning to model) however transporting from blender to unity is just bringing issue after issue. My current one is my model has no exterior

#

its like its inside out

tepid raven
polar zodiac
#

I do feel like the problem is splat data

#

Because I can repaint over the artifacting

#

So it doesn't seem rendering related

#

If it were a bad renderer or shader or something then it would be broken regardless of what I paint

#

I'll try a new project just to be sure. I'm using purchased terrain layers from assets I've been using for years and they work on my other prototypes no problem...

thin hearth
# polar zodiac I do feel like the problem is splat data

Yeah I made my own terrain shader. Pretty much convinced it’s that since I encountered a bunch of this during development. But one thing to still rule out would be the base map. I don’t think it’s that, but if you set it to the max value and it still appears at least that’s ruled out.

polar zodiac
#

if so unfortunately the artifacting still occurs

thin hearth
#

No the distance

polar zodiac
#

hm. just tried, still happening

#

opening up a brand new project now. I am on Unity 6.2 (6000.2.3f1) if it comes up

thin hearth
#

You can report a bug

#

!bug

light bloomBOT
# thin hearth !bug
Reporting bugs

🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.

📝 If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ‘Report a problem on this page’!

💡If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.

For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting

thin hearth
#

This is definitely not on you after all

polar zodiac
#

ok, reporting now with my screenshots

#

thanks for trying to help me out with this 🙂

frail abyss
#

Heya im new to unity and learning things still and ive been seeing a lot of probuilder tool creations for making 3D environments and some people using blender for making maps in unity as well, just wanted to know the pros and cons between the two or what most map designers use?

thin hearth
frail abyss
#

I see thank you 🙂‍↕️

dreamy nebula
#

Ok hi im new to unity ive been trying to learn blender the past month and would like to transition into coding (the reason I started learning to model) however transporting from blender to unity is just bringing issue after issue. My current one is my model has no exterior

#

its like inside out

thin hearth
#

Hit F3 in edit mode and type “normals”

dreamy nebula
shrewd delta
#

first time editing terrain and I am getting these black areas when applying the first layer - I am doing it to basically erase other things. I'm assuming there is a better way?

thin hearth
shrewd delta
#

6.1

ocean lance
shrewd delta
thin hearth
#

It has nothing to do with lighting

#

This is an engine bug. Please report.

#

!bug

light bloomBOT
# thin hearth !bug
Reporting bugs

🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.

📝 If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ‘Report a problem on this page’!

💡If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.

For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting

gleaming belfry
#

I have a 3D map that I created on blender that I terraform and stuff with. I tired a few different and never made progress. I was told that I need to add a collider or something. Are there services on here from people that will do it? Or is there a simple way to like… add a collider?

ocean lance
#

You can import the mesh as an fbx then in editor add a mesh collider

gleaming belfry
ocean lance
#

The mesh collider will cover the entire mesh structure (usually used for complex meshes)

gleaming belfry
#

Can I PM you if I have questions pertaining to this or prefer to stay in feed?

ocean lance
#

my DM is open for any and all people

noble peak
#

how can i make it more darker?

#

it supposed to be something like a dungeon beneat the ground but the directional light still makes the area bright how can i make it more darker without removing the directional light outside

thin hearth
#

Transitioning to a different scene for dungeons saves a lot of hassle

#

Also seems your walls are stretched @noble peak

thin hearth
#

Yeah, has a lot of benefits. You can make things bigger inside than they are outside. For level design that's actually really nice.

lilac glen
# noble peak I see thanks

If you really want the Caves/Dungeons in the same scene you can try out sunblockers of any kind.
Worked for my conversion from an old game.
(Mesh Only)

mellow plover
#

hey guys, does anybody know the max subdivision for a terrain mesh?

#

I'm trying to turn my terrains into a mesh - I purchased a tool off of the asset store but it only goes up to 170 subdivisions. I want to see if I can try to fiddle with it to export a 1 to 1 max resolution version of the terrain for LOD purposes.

polar zodiac
polar zodiac
#

is there a way to remove the soft shadows underneath the grass on terrain? perhaps by editing the terrain grass shader?

winter minnow
polar zodiac
#

I filed mine from the Unity Editor, under I think Help -> Report a bug

shrewd delta
#

ok right, that looks familiar, it kept coming up when unity was crashing a bunch the other day.

unborn glacier
#

Hello gentlemen,

I'm looking for the best way to create my scenes, especially regarding terrain.

I just tried tiles... with 2D Tiles and the palette... but I'm not convinced. (cf screenshot)

Is it a good idea to create your terrain in Blender and import it into Unity or not?

jaunty cypress
#

Does anyone know why my textures are black when im painting with texture paint? some textures work but some doesn't and idk why. someone knows?

winter minnow
thin hearth
#

I suspect using Microsplat would fix this

#

What I guess is happening is that they changed something in the terrain code, so that splat maps after the fourth layer are no longer uploaded.

#

You can write a script to do this yourself. Just need to loop through the splats and Material.SetTexture to the proper name (which is defined in the shader somewhere)

#

@jaunty cypress Which layer index is the black one?

scenic acorn
#

yall prefer a node-editor or a stamp approach when it comes to terrain making?

thin hearth
#

Sculpting

scenic acorn
#

what if u want something that wont take weeks

thin hearth
#

What if it deserves the effort

winter minnow
#

Sculpt brushes can be efficient if they also have controls for automatic erosion, cavity/depth/normal masking, or are used to paint specific terrain types or features
Can be non-destructive too

thin hearth
#

I never did come to terms with the erosion tooling. Always just sculpt it by hand.

winter minnow
#

But it really depends on project's needs whether you need or want the power to create the whole terrain procedurally in one swoop versus granular control over each shape

scenic acorn
#

Lemme be more specific, my game allows players to make their own terrains and i want something simple but allowing creativity. Im between nodes and stamps

#

Id like it to be useable for those who want something fast and easy but also those who wanna make something more advanced

thin hearth
#

Stamps are simpler

polar zodiac
polar zodiac
thin hearth
#

You can

#

It just uses the material you set on the grass mesh

polar zodiac
#

this is grass on Terrain grass, it's not a Tree or Detail object

#

I know you can set the material for the terrain itself in the details tab of terrain

#

but the grass seems to use a specific shader in the Terrain folder of the URP package

#

and I'm not sure where that's set

thin hearth
#

Right. Just do them as detail meshes catshrug

polar zodiac
#

ugh I really should

#

this is reason 10000000 I should

thin hearth
#

Has a lot of advantages too. You can make them not entirely straight so they don't look like planes when the player looks down

polar zodiac
#

I have already edited the shader itself to stop the color change from 'wind'

#

something that is apparently impossible to disable

#

from looking around SSAO is a global config and can't be disabled locally on a per-shader basis by exclusion keywords (I think) and the old method of rendering a separate object after SSAO doesn't appear to work completely anymore

#

honestly I feel like I'm just going to disable SSAO globally and call it a day, I think this grass looks great and I don't want to keep touching it

winter minnow
#

Which "old method"?

polar zodiac
#

put the terrain on a layer, and then in your URP settings asset, exclude that layer from opaque rendering

winter minnow
#

Preventing a renderer from contributing to SSAO is different from not applying it on the shader

polar zodiac
#

and then add a Render Objects pass

#

featuring that layer

#

am I missing something dumb here? If so please let me know, I'm very new to this kind of thing and I'd love to be corrected so I can move on with new knowledge 🙂

#

the non-billboarded grass shader has the screen space occlusion keyword in it but the billboarded version doesn't

#

so I have no idea where it's even getting this data from

#

#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION

#

that's probably the keyword to have it apply to the object, rather than the keyword to have it apply to other objects, now that I think about it

thin hearth
#

SSAO doesn't apply to objects

#

It works in screen space. Whatever is in the depth buffer will get included.

polar zodiac
#

maybe I am using the wrong terminology then

#

I guess if I had to zoom out and sum up my thoughts into a big question - if I have a shader (not a shader graph if it matters) is there some way to have that shader not contribute to SSAO? or if not, is there a way to exclude certain layers from SSAO?

winter minnow
#

I would assume to totally exclude something from SSAO you need to both render it after depth / depth normals texture is rendered which SSAO is generated from, then also prevent it from applying SSAO on itself on the shader

polar zodiac
#

that second part is probably why the Render Objects method didn't work

#

since it's casting on itself

winter minnow
#

If it's not included in depth, but then calculates the SSAO into its lighting the SSAO would show through

#

It can't really carve a hole in the shadows where it resides if it's excluded entirely

polar zodiac
#

sorry but am I missing something silly here? I just have Render Objects

winter minnow
#

There's just Render Objects, but I've renamed it since I have multiple

polar zodiac
#

ahhhh ok

#

ok so with the main renderer excluding my layer, then that layer being rendered after opaques, SSAO still appears, which means that something in the shader itself is doing this

winter minnow
polar zodiac
#

ahhh I found the same one

#

that keyword appears in the non-billboard shader for grass but not the billboard one

#

and unfortunately removing it doesn't actually remove the AO on non-billboarded grass too which makes no sense

#

at this point I think I'm just gonna disable SSAO and call it lol, who needs it anyway right? 🙃

winter minnow
#

Making the grass transparent is the simplest solution, if you want to keep SSAO

polar zodiac
#

is there a way to do that from just the shader itself?

#

ack wait transparent materials can't recieve shadows right

winter minnow
#

They can

polar zodiac
#

also I should mention a big ol THANK YOU for answering my questions

#

OMG that did it

winter minnow
#

I don't know how possible it is to modify Terrain's built in shaders
Might be able to make it transparent if the renderer doesn't enforce its render queue somehow

polar zodiac
#

my absolute hero

#

I can't thank you enough

#

I just had to change the render queue

#

on the shader

#

you gotta admit that looks way better than with SSAO, look at that difference

#

AND it still takes shadows too

#

amazing

winter minnow
#

Transparent queue is susceptible to overdraw though, which is something to keep an eye on

polar zodiac
#

oh wow you were not kidding

#

this actually might not be a great solution

#

hmm never mind that was me messing with density too much

#

thank you so much for your advice

grave tapir
#

hi all - sorry, is this the right thread to ask about shaders? I'm using a water shader and don't like how large the waves are. Looking for advice on how to change that.

ocean lance
#

The sine function is usually used for waves, there may well be a multiplier (Sine function is a wave that goes from 1 to -1 over a period of time - using a multiplier you can change its amplitude and frequency)

solar swan
vivid fog
#

Unity is showing these errors after installing Terrain Tools Sample package:

winter minnow
vivid fog
winter minnow
vivid fog
winter minnow
#

If they are breaking something, especially if preventing play mode from running, I'd close Unity, delete project's Library folder and launch the project to let Unity re-generate it

vivid fog
#

Ok

vivid fog
#

How to connect these roads? I am using road architect:

dense hatch
#

Hello, so I have a problem whit trees that I made in Blender.
Unity didn't apply the mesh to the "T4" tree but I have it in Blender and even when I do try to apply it
the trees are really small and without leaves
please help 🥲

solar swan
ocean lance
#

!docs

light bloomBOT
hollow timber
#

Trying to figure out why my terrain is blending even though the splat I'm trying to import is 100% each colour on each colour channel.

Like I am just beyond confused at this point.

Cause I can manually paint the layers just fine.

solar swan
hollow timber
#

Didn’t even think about changing up the shader

hollow timber
#

I realized I can't do that because it needs to be compatible with TVE shader

solar swan
hollow timber
#

yeah I made one it's pretty good but it could use some blending, I just don't remember unity terrain being like this at all. Like I don't think i've ever had this problem, if I did it was a simple fix

ocean lance
#

huh they look like countries

steep light
#

Does anybody know why terrain painted grass in number 2 has dark patches? 1 is the prefab used

solar swan
steep light
#

I already made the vertex normal to face up

#

so im confused why this is happening

hollow timber
vapid heart
#

Is it better to use unity hdrp or urp for terrain?

thin hearth
#

Doesn't matter. You'll want to change the shader either way

thin hearth
#

Since it doesn't show up on the prefab and all the instances are differently coloured

steep light
thin hearth
#

On the terrain where you setup detail prefabs there's two tint colors. If you set them both to white it won't do anything

vapid heart
thin hearth
#

Then use HDRP catshrug

dense hatch
solar swan
# dense hatch I don't understand what am I supposed do with the documentation, I read it and i...

download one of the unity asset packs that contains trees, study how they are set up, then replicate what you see with your custom trees. Alternatively get SpeedTree and use the SpeedTree importer.

Get the Book Of The Dead: Environment | HDRP package from Unity Technologies and speed up your game development process. Find this & other Tutorial Projects options on the Unity Asset Store.

Elevate your workflow with the Conifers [BOTD] asset from forst. Find this & other Trees options on the Unity Asset Store.

Elevate your workflow with the Unity Terrain - URP Demo Scene asset from Unity Technologies. Find this & other Environments options on the Unity Asset Store.

dense hatch
solar swan
# steep light

are these normals preserved during import in unity or recalculated?

steep light
#

for some reason the fbx is not importing the normals

vapid heart
#

At least from what I know

gleaming belfry
ocean lance
jagged creek
#

This is a Simple Race Track modeled in Blender and created Unity package

thin hearth
jagged creek
#

Are you also an artist?

thin hearth
#

I guess

#

I have a degree in game art but I kinda do everything

dense hatch
ocean lance
jagged creek
ocean lance
jagged creek
sudden pelican
#

hi,I just made a forest with gaia 6, and it's really costly,How could I make it lighter for computers that are less powerful?

#

the terrain is big, has water, and also has runtime lighting

spiral garden
#

You'll need to provide more details, just like you've been told in the other channel.

wind dove
#

Texture resolution, terrain resolution, "render distance" like Minecraft fog
Occlusion culling, frustum culling, baked lighting, baked reflection probe for water

#

Those are some basics to start with

vale berry
#

Hi!
I'm sorry if this question have already been answered but I couldn't find any info online : is there a way to not affect the rotation of my grass in the terrain ? I would like my grass to all face toward with no rotation and I cannot find a solution. I tried via Csharp and with ASE but nothing works. Thank you so much in advance ! (I use built-in 2022 in case that relevent)

mild stirrup
#

Also how do i rotate my tools in terrien editor?

mild stirrup
#

Also, why are my tectures so repeating?

mild stirrup
#

How do i actually use this?

dapper ruin
mild stirrup
dapper ruin
# mild stirrup How do i actually use this?

It's kind of hard to understand what you are trying to convey with the arrows, but from what I can understand, you want to use the textures you have circled on your terrain, is that it?

mild stirrup
#

But I can't quite grasp how

dapper ruin
#

Unity doesn'y follow the usual workflow with different maps for metalness & roughness. Instead, it has the MetalSmoothness workflow, where in the metallic is stored in the RGB channels while the roughness is stored as it's inverse in the Alpha channel

#

Also, for Terrain, you only need a Diffuse, Normal & a mask map.

#

Mask map is where the metalness & roughness information is stored

mild stirrup
dapper ruin
#

Right, so here's what I can find online about the mask map, hoping it's the correct info

#

Yup, just confirmed it on Unity's official site

#

You will have to create the mask map in Photoshop while keeping these guidelines into consideration

mild stirrup
#

Hey like is it okay or normal for devleopers to make games purely using others assets? Like would anyone mind or call me out for using a very popular free asset in the Unity Asst store, even if it was meant to be used roylaty free?

#

Like I just get this feeling that if I'm making a game, that all assets or at leat most assets must be created by me for me to feel like I made the game, and not got most assets else where

dire shell
#

hi, I put 4 terrain objects like this and the default billboard grass looks different on all of them even tho they're all just duplicates. Why does this happen and how can I fix it?

looking at this more, it might just be an optical illusion cuz the intersections have more grass. not exactly sure tho

edit:
OK so it seems to be the wind changing the grass tint and the scene was just not in play mode so it didn't update.

spiral garden
# mild stirrup Hey like is it okay or normal for devleopers to make games purely using others a...

This is not really terrain related question. #🔀┃art-asset-workflow

But to provide a short answet: it depends on how you use these assets. If you just tout them in your scene as is, your game will look generic and there would be an inconsistency of artistic styles. Both would likely get bad receptions from the players. If you use the assets wisely(picking matching assets, modifying their shaders and materials, using extra effect on top), it is totally fine. If the assets blend naturally into your game, no one is gonna notice they are from the asset store.

mild stirrup
#

Also how the heck do i dock the ProBuilder editor panel with all the tools ?

#

I went to "Windows" on the top panel but didn't find ProBuilder dock option, I went to the Package manager, and it onl;y had optino to install or remove, and in the "Tools" there was no optino to "Dock" the PB

thin hearth
haughty walrus
#

Helloo, how does sculpt/clone work? I want to copy part of an area from a seperate terrain into my new terrain but it's acting funky

haughty walrus
ruby ferry
#

Hey guys! not a question but Ill be happy to answer some of them about this demo I did of an Oak forest: https://www.youtube.com/watch?v=crKiDNtYfXQ All assets and lighting from scratch in HDRP.

Oak Forest merging the "Forest Oak Trees" and "Mossy Cedrus Forest" all of this with the help of the wonderful asset "Microverse - Core Collection"

I used Microverse to create Terrain shape and scatter all the vegetation and objects over the terrain. 90% of the objects are placed procedurally

Here the List of Assets on the Unity Asset Store:
M...

▶ Play video
gleaming spear
#

insanely realisti

ruby ferry
#

Thank you!

broken olive
#

hey is anyone here knowing how light in 6.2 Beta works ? i put lights in but nothing happend

winter minnow
broken olive
#

i am new and no tut works :/

winter minnow
broken olive
#

i mean i can show it to you

winter minnow
brisk saddle
#

hi

#

i would like to know how to make water materials inside 3d core

#

most are hdrp

winter minnow
# brisk saddle most are hdrp

HDRP is the only project render pipeline / project template that includes a configurable water material
With other render pipelines you have to implement such an asset yourself, or use a third party solution

thin hearth
#

Or Crest Water if you want a really fancy solution with rivers, lakes, etc.

brisk saddle
#

I just puta hidden collider to prevent plaher going nearby XD

brisk saddle
#

Hello guys , anyone knows how to paint a terrain

#

Like I have one terrain but want different colors in it

wintry sapphire
#

is there a way to export terrain from unity to blender with textures?

arctic belfry
#

Anyone know a fix for when using the brush it'll sometime paint outside of the brush size on the z axis?

thin hearth
#

Probably something along these lines for the shader. First texture is the splat map, the others are the terrain layers.

#

For the height you can use the displacement modifier.

wintry sapphire
#

also, is there a way to bake it ?like split the terrain in parts and each part having its texture , like a puzzle, because i think i cant bake a very high resolution image

brisk saddle
vivid fog
vivid fog
vivid fog
#

Can we get the force in OnCollisionEnter?

brisk saddle
#

Though I wouldnt know much maybe not

#

I guess someone else may respond

thin hearth
#

This can be a little wonky. I’ve had it a few times and never really remember what the fix is.

eternal knot
#

when i was editting my terrain, my tiles appear to have come unlinked and now i cant edit them together and i have this weird seam, i looked only and it said there was like a stitch button but i wasnt able to find it, i have terrain tools downloaded but still wasnt able to get it back together

thin hearth
#

That should connect it back to its neighbors

dim harness
#

Why unity is laggy

thin hearth
thin hearth
dim harness
thin hearth
#

That seems unrelated to this channel.

dim harness
dim harness
#

Sry for that

dim harness
thin hearth
#

No, I don't have enough info to solve that. Try debugging the problem some more. Is the issue due to this asset you use?

glass rapids
#

Hey can Someone help me to create an Dark Fantasy Game I aint good with the Maps

thin hearth
#

!collab

light bloomBOT
# thin hearth !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

wind dove
# mild stirrup Also, why are my tectures so repeating?

Get the Procedural Terrain Painter package from Staggart Creations and speed up your game development process. Find this & other Terrain options on the Unity Asset Store.

thin hearth
#

Are you lost? thinkies

#

Like, I'm not hating but this is the Unity server. For Unity discussions and support.

vagrant bough
#

hey i made a marching cube mesh "terrain" generator and it works (kinda) and i wanted to add some variation to it by implementing a seed to my mathf.PerlinNoise. how would i do that? i read i could just add a random value to my x and y cords of my noise but this doesnt work because my mesh is updated once a second

zinc stirrup
#

i know i sound like an idiot when i ask, but how do i use the built in unity terrain to place trees with their material/color on them without individually placing each game object

winter minnow
winter minnow
vagrant bough
obsidian halo
#

hello guys, how are you?, my name is lucas and i live in uruguay, im a novice game developer

#

im sorry if my english is not good

#

in the next msg i use google translate because i dont know how to say some words

#

I built a house in Blender and was able to export it to Unity. The idea is to be able to explore the inside of the house. Any ideas on how to add colliders without overloading the processor?

spiral garden
jagged juniper
#

Hey, guys! I am trying to add a terrain data to the terrain data option of my terrain but I dont see any changes in the terrain itself. What could be the problem>?

#

Here

vital ingot
#

Here's my overworld terrain update for now, I also have to make the map so much bigger with so other places to include! I'm figuring out on how I should update the ground, but let me know if you like it and if you want I would appreciate some advices! (that's my third day using Unity)

#

that's also the same terrain seen from another view

waxen pewter
#

I have a technical question
how to get the a decent quality splatmap from unity terrain?
I tried to export splatmap it came out 33x33 , is that even useable for close up scenes? I think things would be pixelated

thin hearth
obsidian halo
spiral garden
thin hearth
#

Best practice is to fill it with primitive colliders.

#

The broad phase test obviously doesn't care what kind of collider it is. The additional cost for MeshCollider is paid when there are (non-sleeping) Rigidbodies inside the house's bounding box.

There's also an extra cost for initializing scaled mesh colliders since the bounding box has to be recomputed.

sonic socket
#

why are heightmaps the most annoying thing ever

#

why cant i just import a greyscale png like every other software 😔

thin hearth
sonic socket
#

ended up just converting the heightmap to a 3d model and importing that

thin hearth
sonic socket
#

well if i put an image in its either completely flat, or super spiky

trim mason
ocean lance
# trim mason

Looks awesome, one slight feedback the wood looks a little felt like

trim mason
ocean lance
upbeat harbor
#

so I created like a "planet" (rlly rn just a big sphere) in blender with a relativly small tunnle in it, however when i try to add a collider to it in unity it doesnt add anything, how cna I fix this? (I can send the blender asset if its needed or rlly anything, also im not sure if this is the cforrect channel or not but this seems to be the closest one to what I need)

spiral garden
shrewd delta
#

what is the easiest way to get the trees out of the terrain into scene as game objects?

severe reef
#

anyone know why adding a fifth terrain layer isn't working?

#

Doesn't HDRP support eight layers?

thin hearth
#

Not working how?

shrewd delta
#

when games give you settings for graphics such as high and low detail, what are they changing on the coding side. are the changing LOD distances on the assets? do they have separate assets with less tris?

thin hearth
winter minnow
#

Mip map bias too, for textures
Texture mip levels are generated automatically and mesh LOD levels can be created automatically now too in newer editor versions
Sometimes you prefer to do it manually anyway

cunning basin
#

Does anyone want to build a map for the game I’m making please

light bloomBOT
# spiral garden !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

hot mauve
#

is there a way to randomise every trees seed when painting?

#

additionally, it seems to randomise their rotation i have to use an LOD group, but that seems to disable wind affecting the trees that are painted?

frail kraken
#

Hello,
I tried the Terrain Toolbox to split my terrain
I have a problem with trees painted on the terrain
If i let the trees and split the map, le editor crash immediately when i enter on playmode
If i remove the trees prototypes and split, than works, but if i add a tree prototype again (juste add on the inspector, not place on the terrain), than crashes again

Someone have faced this issue already ?

humble veldt
#

Hi everyone! Is somebody knows how to fix that black textures while painting terrain textures ?

wild valve
#

Hey guys! 👋 Completely new to unity terrain. Have only been coding so far - which was fun! Today I figured I'd look into the terrain tools, and I was wondering is it possible to extrude/intrude to the sides as well? Kinda imagining like a rock coming out of a mountain, or would this be done through resized models or a custom mesh imported from blender as example?

thin hearth
#

It still looks better if you use meshes though

wild valve
twilit torrent
#

Hi, I need a bit of help. I've painted around 100 of this tree prefab I have onto my unity terrain. Now this prefab has a capsule collider, and the terrain has a Terrain Collider component with the "Enable Tree Colliders" checkbox ticked. Now for some reason, it seems that only the first 50 or so trees I place have colliders, the rest have no collision at all. I've tried tweaking a bunch of the terrain settings but nothing seems to change. Been scratching my head at this for a while now.

**EDIT: ** nvm, turns out its unity bug, updating to 6000.2.9f1 seems to fix it

thin hearth
#

Yeah, they're actively working on terrain. Lots of bugs in 6.2

fresh flint
#

@spiral garden i added a layer and it's still pink

thin hearth
#

It’s throwing errors, that’s why it’s replacing it with the magenta error shader

fresh flint
#

sorry i was confused by terrain for first time.. it seems pretty simple

errant ledge
thin hearth
#

Curious how this is only an issue in DX12 though thinkies

errant ledge
thin hearth
#

They're actively working on the terrain shader and it's a bit broken.

#

If you get Microsplat from the asset store it'll be fixed.

#

Do recommend.

errant ledge
#

oh so the swap they suggested me is the right thing for now?

errant ledge
errant ledge
thin hearth
#

There's a little more to it, but not necessarily very difficult.

#

It's mostly just a different terrain shader with more features

errant ledge
#

oh ok it's like another type of terrain render more or less?

#

if i can i'll give it a try

thin hearth
#

It's still the same terrain system.

errant ledge
thin hearth
#

It's just a different shader and the layer config is a bit more complicated now

#

But generally more fully featured. More layers, for one.

errant ledge
#

Anyway, thank you so much @thin hearth. I spent two months thinking it was a problem with my PC (unfortunately, no one commented that it was "normal" at the time). You don't know how this information alone has relieved me. Thank you so much 😊
I'll also try MicroSplat if I can

alpine moat
#

Guys i need help with terrain, i guess i broke it and i can't figure out how to set this density to normal without breaking unity. Unity version is 22.3.62f2

alpine moat
solar swan
grand gyro
#

Is there an easy way to paint a terrain (with grass, but painting a single texture is fine too) and then generate a mask from the terrain?

#

I need to know for a project where I apply grass via VFX graph and need a mask to tell it where to apply

thin hearth
solar swan
# alpine moat Thanks!

The number that is shown in the inspector is the possible number of detail positions that can be used on the terrain. How many of them are used depends on the draw distance for details. Performance depends on what you actually draw in these positions. The whole thing is a mechanism to procedurally generate positions without allocating millions of Vector3s.

hybrid jackal
#

Hi guys I've been trying to solve this problem for 3 days but can't figure it out!
I've added a mesh renderer to my "tree2" prefab as well as made its LODS but when I try to paint that tree onto my terrain it says the following :
"The selected tree does not have an LOD group, so it will use the default imposter system and will not support rotation"
as well as "The tree tree 2 couldn't be instanced because the prefab contains no valid mesh renderer."
What can I do to fix that??

terse lark
#

needs a lod group

hybrid jackal
#

thank you

hybrid jackal
#

Sorry to bother again but now it just gives me this error message all though all of my LODs have a mesh renderer : "The tree tree 2 couldn't be instanced because one of its LODs contains renderer of type other than MeshRenderer and BillboardRenderer".

thin hearth
#

Is one of the LOD renderers unassigned?

hybrid jackal
#

they are all assigned

hybrid jackal
#

I fixed the issue, thank you guys

thin hearth
hybrid jackal
# thin hearth What was the issue?

Turns out some of my LOD renderers weren't assigned correctly. I had assigned them to the main mesh instead of assigning each LOD level to its own mesh I had previously made, my bad

worldly token
#

ey guys this is kinda the map i made its big but also flat so im not rly good at creating maps so any ideas how i could imrpove the map so it looks better i mean like terrain and so (also those walls rocks on left i thought to replace those other walls but idk)

thin hearth
worldly token
winter minnow
worldly token
fluid tartan
#

did the lastest 6.2.10f1 break terrains? trying to do anything with terrains in the editor is crazy slow. both standard terrains and microverse. just clicking and dragging is taking like 5-10+ seconds. ive created multiple projects both urp and hdrp, everything is unusable. not sure when this happened, but 6.2.7f2 worked mostly fine.

keen vortex
#

Huuuh so why do most of my trees have colliders

#

But theres some that dont have them??

#

Okay it seems to work with the brush but not with mass place trees

#

games are weird

half cloud
#

I created a new Terrain Layer.

#

Documentation says: The first Terrain Layer you apply to a Terrain automatically becomes the base layer and spreads over the whole landscape.

#

But it seems like it is applied to only one tile by default?

thin hearth
half cloud
#

When it says "whole landscape", doesn't it mean all the Terrain tiles?

thin hearth
hybrid jackal
#

When I zoom out of my scene just a little bit all of my trees dissapear, does anyone know why?

light pebble
#

Can you mask off certain parts of the terrain so that the brushes don't effect them?

burnt shore
#

does anyone know how to scale trees when painting them? The prefabs are set at 40x40x40 which is the correct size I need and when I bring in individual prefabs they look fine, however when I paint them they are significantly smaller.

terse lark
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modifying the meshes

burnt shore
# terse lark modifying the meshes

I modified the size of the meshes in maya however this didn't have any effect, the prefabs themselves have been edited and are the correct size however this doesn't transfer when paitnting the trees

terse lark
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modifying the meshes in maya should absolutely work

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your likely experiencing problems with adjusting the size in the prefab as afaik the painting brush controls the scale of the prefab

burnt shore
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adjusting the tree height and width doesn't have any effect on the size of my prefabs and my modified mesh doesn't show anyh difference either, grass painting works fine though and I'm able to scale that easily

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Okay I figured it out

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Only issue is that the trees are halfway in the ground

next linden
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am trying to move camera with wsad but its not working with w and s but a and d working

next linden
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when i select an object its not even selecting

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working fine with new project tho

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i disabled this then re enable this but now its not working

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it showing like this way

winter minnow
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An orthographic camera visually cannot move forward or backward, rather you see the clipping planes moving indicated by the ground being cut off

next linden
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thank you

vast niche
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So ive been Working an Zombie RPG Game Lately iam not quite of sure How will i make the map can any one suggest some ideas?

burnt lintel
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hey guys i have a tree prefab on my terrain, I use the same one for like all of my maps. for some reason, it stopped having collisions (only noticed recently, could be related to the project being updated from like 2020 to unity 6 over the years). Now no matter what I do the colliders just dont exist for my trees, even tho they have capsule colliders. The weirdest thing is that the only way Ive found to fix it is to
1: delete the tree prototype so all my trees are gone
2: make a new one, using the same prefab
3: place trees
4: turn "enable tree colliders" on and off
and now it works. this doesnt make much logical sense ...

limber cove
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I hope this is the right channel to ask this question.

Is it possible to make a tree for the WindZone, using an imported 3D Model of a tree?

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It's my first time trying this stuff out, and so far, it looked almost like I have to make the tree from scratch in the tree editor, rather than simply importing the tree model into Unity.

limber cove
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This tutorial says to use the "Nature/Soft Occlusion" shader.

Except, when I try, the render pipeline isn't compatible...

(https://www.youtube.com/watch?v=k_fGKTdbcdE)

In this video, I will show how you can make a tree outside of Unity in a modeling software like Blender and how you can use Unity's windzone to affect that tree. If you enjoyed this video or if you learned something new from this video I would appreciate it if you would hit the LIKE button and if you want to continue to see more videos like this...

▶ Play video
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Is there an alternative way – in Universal Render Pipeline – to render the leaves, branches, and trunks so that they can be affected by the wind?

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Speaking of which, I'm trying to properly texture the leaves meshes, but I'm having trouble with asssigning the opacity image.

limber cove
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Hello again. So, I'm currently attempting to use the Shader Graph to texturize the leaves (and later apply it in the windzone simulation). But I encountered something like this...

It doesn't look right. The leaves are supposed to be transparent around the edges. Not pink. What's going on?

limber cove
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I'm afraid nobody knows the answer then...

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Nevermind, I found the problem. There was an "extra layer" for materials. And it was empty.

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Now I'm currently experiencing an issue where the leaves aren't on the branches.

I tried to follow this tutorial. https://www.youtube.com/watch?v=alPzRZEybdk

In this project, we will be doing a shader graph simulating the effect of the wind effect on the leaves of a plant. Before you can get more efficiency from this course we suggest you watch our "UNITY SHADER GRAPH BASICS -8 (palm bend animation)" video.

▶ Play video
winter minnow
winter minnow
winter minnow
limber cove
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Got 'em! Thanks again for your time and help @winter minnow !

Turns out, the last problem was because I was using Vector2 instead of Vector1 a.k.a Float. Though, nobody told me that "Float" is Vector1.

grim valve
elfin ferry
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https://youtu.be/ZW8gWgpptI8?t=755

Hi, anyone know what tool is being used here? And how I can get it to work like this?

In this 2020 GDC Virtual Talk, Adam Robinson-Yu talks about how he decided to put a major project on the back burner in favour of a new prototype, which ultimately became A Short Hike

Join the GDC mailing list: http://www.gdconf.com/subscribe

Follow GDC on Twitter: https://twitter.com/Official_GDC

GDC talks cover a range of developmental top...

▶ Play video
elfin ferry
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he mentions custom tools after

solar swan
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unity‘s default terrain painting tools

elfin ferry
solar swan
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Like what? He just paints in the default ways.

brave crag
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How can i achieve this type of beautiful terrain with only noise and height position in shader ?

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My current result

limber cove
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I have an interesting question to ask: Has anyone ever been able to make a 3D object, say a tree “age” as it grows in Unity? Like from sapling to a fully grown tree, with its leaves changing colors and regrowing? Just asking.

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If so, then what’s the process in the scriptwriting? I’ve already searched on Google and the results from its AI weren’t all helpful…

thin hearth
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Or just swap the model when the player isn't looking 😏

solar swan
thin hearth
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If you're doing it in a shader, you have the world space normal.

grim valve
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how do i avoid this texture stretching? i tried triplanar maps but it dont work

solar swan
thin hearth
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Well, that, or you can do like me and slap a mesh on it 😏

brittle iron
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How do I break up the light math into chunks? Like let’s say I have a 1000 meter area I want to lightmap. How do I break that into lets say 8, 125 meter areas?

viral tulip
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Hi, I’m looking for the channel for the Unity Creator tool kit for Spatial.io

winter minnow
# brittle iron How do I break up the light math into chunks? Like let’s say I have a 1000 meter...

If you are using separate mesh renderers, they can have different Size in Lightmap properties
If you are using a single mesh, it can be divided into UV islands of different sizes which you use as custom lightmap UVs
If you are using Terrain, maybe neighbor Terrains can have different sizes in lightmap, but not sure
Actually disregard, I don't know why I read that as you wanting different size lightmap chunks

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One mesh is one "chunk" on the lightmap atlas, so you would use separate mesh renderers or neighbor terrains in this case and it should work fine

woeful drift
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how to lower the terrain to make rivers and lakes

grim valve
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is there a better tutorial out there?

solar swan
# grim valve https://github.com/keijiro/StandardTriplanar

Terrain shaders are more complicated than standard unity shaders due to many conventions you need to deal with. There are no tutorials or even documentation. You need to be able to figure that stuff your from source yourself of buy an asset that has solved it for you.

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People typically just use microsplat (asset). Other alternatives exist, but you need to evaluate them yourself or maybe someone else has a an additional recommendation.

terse lark
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anyone know where this color int per terrain layer is actually stored?